<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. <MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".(the very next day)<MageKing17> this ****ing code did it to me again<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."<MageKing17> **** ME<MageKing17> THE REASON IS PEOPLE ARE STUPID<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"(...)<MageKing17> so<MageKing17> more than two hours<MageKing17> but once again we have reached the inevitable conclusion<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

Re: Star Fox: Event Horizon for FSO

1) Is there a step by step list or guide of how to make a mod standalone? I'd like to release a demo pretty soon without users needing Freespace 2.2) I've heard that it was possible to apply visual filters over the entire screen while in game, is there a tutorial on how to do that? I'd like to create an underwater filter for an Aquas level.3) Is there any info on what size the animations for the Intelligence section of the Techroom has to be? Is it limited to the .ani format?

Re: Star Fox: Event Horizon for FSO

For 1, I don't know of any currently documented list of steps. I think you'd need to1) move your current mod folder out of your Freespace folder2) remove the mod.ini3) copy a fs2_open .exe into the folder4) set your launcher to point to the base dir

The (very) large piece of work would then be to replace all the interface artwork, effects, sounds, icons (etc) that you're probably currently using from Freespace2. For interface artwork, this would be useful. I'm not sure about everything else, maybe just running FSO in debug mode in your new standalone folder will at least identify all the missing files. Maybe some of the Diaspora team or Eiswolf (Aerotech TC) could offer more suggestions, as they're the two most recently released total conversions that I know of.

On 2 - sorry, I can't help with this one. if I had to guess I'd say post processing, or some shaders trickery?

For 3, I think there's a fixed size, looking at Freespace2 ones should give that to you. I think that techroom intel entries support EFF animations as well as .ani, but I haven't personally tested that.

"We have now reached the point where every goon with a grievance, every bitter bigot, merely has to place the prefix, 'I know this is not politically correct, but...' in front of the usual string of insults in order to be not just safe from criticism, but actually a card, a lad, even a hero. Conversely, to talk about poverty and inequality, to draw attention to the reality that discrimination and injustice are still facts of life, is to commit the sin of political correctness. Anti-PC has become the latest cover for creeps. It is a godsend for every curmudgeon and crank, from fascists to the merely smug."Finian O'Toole, The Irish Times, 5 May 1994

Re: Star Fox: Event Horizon for FSO

About your second Question. There is a special SEXP for that. It is found like: Change->Special Effects->set-post-effect.

This SEXP uses all effects defined in the effects.tbl, so it is easy to just add your own effects there, and use them in fred.

Yes, command intel animation supports the .eff format... it is very easy to do - just get your animation frame by frame, name them in proper way (you have to name them specifically for it to work... something like "youanim_0000.fileformat"), and make text file with .eff extension:

Quote

$Type: PNG$Frames: 1$FPS: 1

Frames, are the image count for your anim, so literary number of files, counting from one. Remember that your images must count from 0.FPS is self expeditionary

Re: Star Fox: Event Horizon for FSO

The (very) large piece of work would then be to replace all the interface artwork, effects, sounds, icons (etc) that you're probably currently using from Freespace2. For interface artwork, this would be useful.

Is there any way to extract all the other non interface files from Freespace 2 such as sounds and tables? All the Freespace 2 folders are completely empty.

Re: Star Fox: Event Horizon for FSO

The (very) large piece of work would then be to replace all the interface artwork, effects, sounds, icons (etc) that you're probably currently using from Freespace2. For interface artwork, this would be useful.

Is there any way to extract all the other non interface files from Freespace 2 such as sounds and tables? All the Freespace 2 folders are completely empty.

Everything is in the *.vp files, you need to grab a VP extraction program to ... extract the files. Here's a list: http://www.hard-light.net/wiki/index.php/VP; I'd suggest starting with VPGUI. The tables will be in root_fs2.vp, I think the sounds are spread across many, including sparky_fs2.vp, sparky_hi_fs2.vp stu_fs2.vp and warble_fs2.vp.

The (very) large piece of work would then be to replace all the interface artwork, effects, sounds, icons (etc) that you're probably currently using from Freespace2. For interface artwork, this would be useful.

Is there any way to extract all the other non interface files from Freespace 2 such as sounds and tables? All the Freespace 2 folders are completely empty.

Everything is in the *.vp files, you need to grab a VP extraction program to ... extract the files. Here's a list: http://www.hard-light.net/wiki/index.php/VP; I'd suggest starting with VPGUI. The tables will be in root_fs2.vp, I think the sounds are spread across many, including sparky_fs2.vp, sparky_hi_fs2.vp stu_fs2.vp and warble_fs2.vp.

sparky_hi_fs2.vp is the 1024x768 interface artwork (no sound effects there), stu_fs2.vp is all voices (although I'm not sure if there are any hardcoded voice references), and warble_fs2.vp is music.

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. <MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".(the very next day)<MageKing17> this ****ing code did it to me again<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."<MageKing17> **** ME<MageKing17> THE REASON IS PEOPLE ARE STUPID<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"(...)<MageKing17> so<MageKing17> more than two hours<MageKing17> but once again we have reached the inevitable conclusion<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

Re: Star Fox: Event Horizon for FSO

1. Is there a way for pilot and squadron icons to be animated .effs instead of .pcx files like other techroom images? It seems nothing but .pcx files work for pilot images.2. Is there any way for FRED2 to recognize what pilot and squadron icons a player has chosen for their multiplayer profile?

[multimod]secondarylist = mediavps_3612;Otheriwise it crashes at the debriefing screen. I tried putting this line in the Settings.ini file, but still the same problem. Is there a way to get the game to read the mod.ini file while also being standalone?